Paper Mario DX
Paper Mario (N64) modding
 
Loading...
Searching...
No Matches
ghost_sushie.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/BattleSushie.h"
4
5#define NAMESPACE A(sushie_clone)
6
7extern EvtScript N(EVS_Init);
8extern EvtScript N(EVS_Idle);
9extern EvtScript N(EVS_TakeTurn);
11
12s32 N(DefaultAnims)[] = {
23};
24
25s32 N(DefenseTable)[] = {
28};
29
30s32 N(StatusTable)[] = {
53};
54
56 {
58 .index = PRT_MAIN,
59 .posOffset = { 0, 0, 0 },
60 .targetOffset = { 0, 24 },
61 .opacity = 255,
62 .idleAnimations = N(DefaultAnims),
63 .defenseTable = N(DefenseTable),
64 .eventFlags = 0,
65 .elementImmunityFlags = 0,
66 .projectileTargetOffset = { 0, -12 },
67 },
68};
69
70ActorBlueprint NAMESPACE = {
71 .flags = 0,
74 .maxHP = 15,
75 .partCount = ARRAY_COUNT(N(ActorParts)),
76 .partsData = N(ActorParts),
77 .initScript = &N(EVS_Init),
78 .statusTable = N(StatusTable),
79 .escapeChance = 50,
80 .airLiftChance = 80,
81 .hurricaneChance = 70,
82 .spookChance = 50,
83 .upAndAwayChance = 95,
84 .spinSmashReq = 0,
85 .powerBounceChance = 90,
86 .coinReward = 2,
87 .size = { 37, 26 },
88 .healthBarOffset = { 0, 0 },
89 .statusIconOffset = { -10, 20 },
90 .statusTextOffset = { 10, 20 },
91};
92
97 Return
98 End
99};
100
101EvtScript N(EVS_Idle) = {
102 Return
103 End
104};
105
118 Return
119 Else
123 EndIf
136 Wait(10)
140 Return
153 Return
158 Return
163 Set(LVar2, 20)
168 Return
181 Wait(10)
185 Return
195 Return
204 Return
209 Return
210 End
211};
212
221 Call(AddGoalPos, ACTOR_SELF, 70, 0, 0)
224 Sub(LVar3, LVar0)
225 Div(LVar3, Float(3.0))
226 Set(LVarA, LVar3)
227 IfLt(LVarA, 0)
228 Mul(LVarA, -1)
229 EndIf
234 Wait(10)
241 Wait(15)
243 Wait(15)
248 Set(LVarA, LVar0)
252 Thread
254 Set(LVar0, 0)
255 Loop(10)
256 Add(LVar0, 36)
258 Wait(1)
259 EndLoop
262 Thread
266 Wait(13)
268 Wait(1)
270 Wait(1)
272 Wait(1)
274 Wait(1)
277 Wait(13)
278 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.05), Float(1.05), Float(1.05))
279 Wait(1)
281 Wait(1)
282 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.15), Float(1.15), Float(1.15))
283 Wait(1)
285 Wait(1)
286 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.25), Float(1.25), Float(1.25))
288 Wait(13)
290 Wait(1)
292 Wait(1)
294 Wait(1)
296 Wait(1)
303 Thread
305 Wait(10)
318 Call(AddGoalPos, ACTOR_SELF, -15, 0, 0)
321 Call(AddGoalPos, ACTOR_SELF, -10, 0, 0)
326 EndIf
327 Wait(10)
336 Return
342 Thread
344 Set(LVar0, 0)
345 Loop(10)
346 Add(LVar0, 36)
348 Wait(1)
349 EndLoop
352 Thread
356 Wait(13)
358 Wait(1)
360 Wait(1)
362 Wait(1)
364 Wait(1)
367 Wait(13)
368 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.15), Float(1.15), Float(1.15))
369 Wait(1)
371 Wait(1)
372 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.35), Float(1.35), Float(1.35))
373 Wait(1)
375 Wait(1)
376 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.55), Float(1.55), Float(1.55))
378 Wait(13)
380 Wait(1)
382 Wait(1)
384 Wait(1)
386 Wait(1)
393 Thread
395 Wait(10)
403 Thread
404 Wait(3)
410 Wait(2)
413 Wait(2)
416 Wait(2)
424 Add(LVar0, 60)
425 Set(LVar1, 0)
430 Add(LVar0, 30)
434 Add(LVar0, 20)
438 Add(LVar0, 10)
443 Wait(15)
454 Return
455 End
456};
457
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4899
@ ACTOR_SOUND_JUMP
Definition enums.h:2036
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ STATUS_KEY_PARALYZE
Definition enums.h:2201
@ STATUS_TURN_MOD_DEFAULT
Definition enums.h:2227
@ STATUS_TURN_MOD_PARALYZE
Definition enums.h:2234
@ STATUS_KEY_FROZEN
Definition enums.h:2203
@ STATUS_TURN_MOD_SLEEP
Definition enums.h:2228
@ STATUS_TURN_MOD_DIZZY
Definition enums.h:2232
@ STATUS_KEY_STATIC
Definition enums.h:2207
@ STATUS_END
Definition enums.h:2196
@ STATUS_TURN_MOD_POISON
Definition enums.h:2233
@ STATUS_KEY_FEAR
Definition enums.h:2199
@ STATUS_TURN_MOD_STOP
Definition enums.h:2237
@ STATUS_KEY_SLEEP
Definition enums.h:2202
@ STATUS_KEY_STONE
Definition enums.h:2208
@ STATUS_KEY_STOP
Definition enums.h:2204
@ STATUS_TURN_MOD_FROZEN
Definition enums.h:2230
@ STATUS_KEY_SHRINK
Definition enums.h:2206
@ STATUS_KEY_DIZZY
Definition enums.h:2200
@ STATUS_KEY_POISON
Definition enums.h:2205
@ STATUS_TURN_MOD_STATIC
Definition enums.h:2229
@ STATUS_TURN_MOD_FEAR
Definition enums.h:2231
@ STATUS_KEY_NORMAL
Definition enums.h:2197
@ STATUS_TURN_MOD_SHRINK
Definition enums.h:2235
@ STATUS_KEY_DEFAULT
Definition enums.h:2198
@ HIT_RESULT_NO_DAMAGE
Definition enums.h:1952
@ HIT_RESULT_HIT
Definition enums.h:1950
@ HIT_RESULT_LUCKY
Definition enums.h:1955
@ HIT_RESULT_MISS
Definition enums.h:1956
@ BTL_CAM_DEFAULT
Definition enums.h:4823
@ BTL_CAM_ACTOR_SIMPLE
Definition enums.h:4829
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4884
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6407
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6406
@ PARTNER_RANK_NORMAL
Definition enums.h:2018
@ PARTNER_RANK_SUPER
Definition enums.h:2019
@ PARTNER_RANK_ULTRA
Definition enums.h:2020
@ SOUND_SUSHIE_BELLY_FLOP
Definition enums.h:1357
@ SOUND_NONE
Definition enums.h:547
@ SOUND_SUSHIE_STEP
Definition enums.h:1016
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ BTL_CAM_YADJ_AVG
Definition enums.h:4906
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4904
@ EVENT_HIT
Definition enums.h:2132
@ EVENT_SCARE_AWAY
Definition enums.h:2174
@ EVENT_BURN_HIT
Definition enums.h:2136
@ EVENT_IMMUNE
Definition enums.h:2146
@ EVENT_BURN_DEATH
Definition enums.h:2157
@ EVENT_ZERO_DAMAGE
Definition enums.h:2144
@ EVENT_SHOCK_DEATH
Definition enums.h:2159
@ EVENT_SPIN_SMASH_HIT
Definition enums.h:2133
@ EVENT_SPIN_SMASH_DEATH
Definition enums.h:2154
@ EVENT_HIT_COMBO
Definition enums.h:2131
@ EVENT_AIR_LIFT_FAILED
Definition enums.h:2152
@ EVENT_BEGIN_AIR_LIFT
Definition enums.h:2175
@ EVENT_DEATH
Definition enums.h:2153
@ EVENT_SHOCK_HIT
Definition enums.h:2165
@ EVENT_RECOVER_STATUS
Definition enums.h:2167
@ EVENT_BLOW_AWAY
Definition enums.h:2143
@ ACTOR_PART_FLAG_PRIMARY_TARGET
Definition enums.h:3362
@ DAMAGE_TYPE_SHOCK
Definition enums.h:2856
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
#define Else
Marks the end of an if statement and the start of the else block.
Definition macros.h:295
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:311
#define Ref(sym)
Address/pointer constant.
Definition macros.h:60
#define Mul(VAR, INT_VALUE)
Definition macros.h:378
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
Definition macros.h:319
#define Sub(VAR, INT_VALUE)
Definition macros.h:377
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define Add(VAR, INT_VALUE)
Definition macros.h:376
#define EndLoop
Marks the end of a loop.
Definition macros.h:248
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:352
#define ARRAY_COUNT(arr)
Definition macros.h:40
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:275
#define Float(DOUBLE)
Definition macros.h:51
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:341
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298
#define LVar5
Definition macros.h:153
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:337
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define Thread
Marks the start of a thread block.
Definition macros.h:544
#define EndThread
Marks the end of a thread block.
Definition macros.h:547
#define Div(VAR, INT_VALUE)
Definition macros.h:379
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
Definition macros.h:288
#define LVar2
Definition macros.h:150
#define LVar1
Definition macros.h:149
#define LVarA
Definition macros.h:158
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define A(sym)
Definition macros.h:36
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:362
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:269
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#define LVar4
Definition macros.h:152
#define LVar3
Definition macros.h:151
#define LVar0
Definition macros.h:148
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
Definition macros.h:370
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define ACTOR_BY_POS(_name, _pos, _priority, args...)
Definition battle.h:230
FormationRow Formation[]
Definition battle.h:167